The grindstone should allow players to repair items, including enchanted ones, without removing enchantments and without costing experience. Worldbuilding wise, requiring experience to repair items doesn’t align with the game’s logic. If experience represents effort, then crafting a tool from raw materials (sticks and ingots) is harder than repairing one, and yet crafting doesn’t cost experience. There’s no magical element in repairs to justify this cost either. Gameplay wise, tying experience to repairs and limiting how often an item can be fixed adds little value. If the goal is to encourage crafting new tools, it fails due to Mending, which bypasses these limits entirely. Allowing tools to be repaired infinitely (as long as you have materials) would make the system more consistent. Mending would become a convenience rather than a necessity, shifting from “essential for preserving gear” to “helpful for saving time and resources.” This rebalances Mending without needing to weaken it. If experience is meant to be the “price,” it’s redundant. Repairing often costs more materials than crafting a new item. For instance, fixing a damaged diamond sword might use 4–5 diamonds, compared to just 2 for crafting one. The resource cost is already a tradeoff. Why the Grindstone? The grindstone is cheap and available early. Since enchanted tools can be found before late-game, it makes sense to offer a simple, low-cost repair method from the start.
Please sign in to leave a comment.
0 Comments